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Re: Here it is!



Thanks for the info! I've done mixers before, but your stuff might point me
in a good direction! thanks again!

Derek

At 01:08 PM 3/28/99 -0800, you wrote:
>>  It should provide most of the sound services that would be needed in
>> games. Games generally contain music & sound effects, so we need:
>> -a midi interface, and probably some capability for streaming music,
>>  such as mpeg or other types of compressed music. While I think of it,
>>  some way of interfacing to the CD-ROM driver to play audio tracks off
>>  a CD would be useful, as some games may use this.
>>  We also need suport for MOD/S3M/XM types of music. Peter Burns can
>>  contribute here (-:
>> -a software mixer, capable of mixing multiple sound effects, each with
>>  different frequencies, volumes & panning in realtime. Hardware mixing
>>  where available (eg GUS) should be used, but ideally the game writer
>>  shouldn't need to worry about this as penguinsound should take advantage
>>  of this kind of thing automatically (if this is feasable). This introduces
>>  problems like sample caching & so on, but I digress..
>
>>  Support for most common types of compressed audio should be included,
>> such as a-law/u-law, ADPCM, and mpeg audio layers 1-3. Whether these are
>> decoded in realtime or decompressed to raw PCM while loading (or a
>> combination) is something to think about. I can forsee music being
>> decoded (mp3/ADPCM) or mixed (MOD, S3M) in realtime, and game effects
>> being decoded when loaded so as to not overload the cpu when they are
>> played.
>>  Most of this stuff is pretty obvious, and has probably been said before,
>> but it never hurts to bring it up again...
>>  If the above is a bunch of hogwash, feel free to say so (-:
>
>BTW, I don't know if this is useful for you, but the mixer library in the
>SDL example archive supports ADPCM WAV, MOD, S3M, XM, midi via timidity, 
>real-time volume, and so forth.  It might be something to start from
>if you like. :)
>
>The latest CVS snapshot fixes some bugs and has separate sample and
>channel volumes and is available for download at:
>	http://www.devolution.com/~slouken/SDL/download.html
>
>	-Sam Lantinga				(slouken@devolution.com)
>
>Lead Programmer, Loki Entertainment Software
>--
>Author of Simple DirectMedia Layer -
>	http://www.devolution.com/~slouken/SDL/
>--
>
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